I've been trying this rush deck out at the trainer:
Hover over cards for details, click for permalink
6rk 6rk 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 7mu 7n4 7n4 7n4 7n4 7n4 7n6 7n6 7n6 7n6 7n6 8pr
For a speed deck this has a little versatility since you can dive or ignite depending on the situation. Igniting should be faster but if you get unlucky with the fireflies or they put up a reflective shield then diving might be better. Another nice feature is that since you usually explode the oponent to death you can skip the last turn's animations which is good for farming.
The downside of this deck is that it's tricky to play. The best tactic is to play fireflies before wyrms and only dive if you have spare quanta. You need to calculate the right moment to switch your quanta from diving to the unstable gases. If you don't calculate right it often will cost an extra turn. The other downside is that it's expensive, spending 8k on elite fireflies is a relatively maverick investment
I also tried a slightly simpler 6 wyrms, 6 unstable gasses, wind towers and mark of fire. It should be good, but you end up relying too much on 2-3 wyrms and they are too vulnerable to the AI's CC. Damselflies should also be a good addition but they simply aren't fast enough.
My measurements have this down as 6-7 turns vs AI3, so not quite as fast as fire golems / shriekers. Though it might be if you get the maths perfect each time. It is fun to play though.
Any thoughts?